Hi Robert, How would you feel if the TexGen class was responsible for setting its own ModelView matrix before calls to glTexGen when in EYE_LINEAR mode?
The changes would be: - TexGen would have a new RefMatrix member that is used in apply with EYE_LINEAR. - TexGenNode would set the matrix during cull traversal, instead of adding itself to the RenderStage's list of PositionalState objects. This way the texgen can act on local subgraphs in eye_linear when the user specifies a modelview matrix, while preserving existing functionality which is useful for projected texturing. Chase > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Robert Osfield > Sent: Tuesday, August 07, 2007 12:13 PM > To: [email protected] > Subject: Re: [osg-users] Texture units and TexGen > > Hi Chase, > > On 8/7/07, Bradford, Chase <[EMAIL PROTECTED]> wrote: > > Can TexGens and TexGenNodes reuse texture units? My scene graph is > setup > > with many distinct elements that need individual texture coordinate > > generation, but if I try to reuse a texture unit, texgen fails. > > Positional TexGen does not support localization to subgraphs, rather > affects the whole RenderingStage that encloses it. Positional TexGen > is EYE_LINEAR, and depends upon the modelview matrix at application, > and the TexGenNode provides it withe fixed position in space i.e. its > unique modelview matrix. > > If you create RenderStage for each subgraph then you could do what you > are after. > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

